V2.1.2

Publish Time: 2019.07.17

Six months has passed since the release of Cocos Creator v2.1.0, and the team has been hard at work creating the next releases. Cocos Creator v2.1.0 is our most popular release to date. The development teams effort will be spent on Cocos Creator v2.1.0 and therefore maintenance of v2.0.xwill be discontinued. v2.0.x users should consider upgrading to v2.1.1 when it makes sense to do so.

The v2.1.2 update includes not only general experience optimizations and bug fixes, but also the optimization of pure 2D projects, as well as a decrease in project size. At the same time, this version also incorporates all the changes in v2.0.10, supporting the two new platforms: Xiaomi Mini Gamesand Cocos Play.

What’s New

Optimizing 2D projects

Previously we had always positioned v2.1 as a 3D predecessor, so v2.1 was lagging behind for the care of pure 2D projects. However, v2.1.2 has been carefully optimized to work well with both 2D and 3Dprojects. Now we officially recommend that all v2.0 projects be upgraded to v2.1.2. Projects upgraded from v2.0 will default to 3D modules, ensuring that there is no impact on the package and performance of 2D projects. To add 3D support, manually check the 3D module in Menu → Project → Project Settings → Module Settings.

Improved the Asset Watcher mechanism. If the type of an accessor(getset) of a component is defined as an array of resources, the setter will be triggered to reset the entire array when the corresponding resource changes

Engine improvements

Turn off preserveDrawingBuffer by default on WeChat game, which solves the problem that the game will be stuck for a few seconds from the background to the front desk [#4537]. (The WeChat game must be enabled with preserveDrawingBuffer when it is first released, otherwise the scene switch will be black)

Fix WeChat mini game on background music can not stop the problem [#4793]

Fix WeChat mini game answer phone after Audio no longer resumes playing [#4757]

Fix WeChat mini game Open field does not support the error caused by Button Gray Effect [#4474]

Fix WeChat mini game Open domain does not support WebGL caused an error [#4748]

Fixed call to WeChat game in version 2.1.1subContextView.update() Unable to update open domain map issue [#4721]

Since v2.0.0 has been rewritten from the bottom with a 3D renderer, Cocos Creator has evolved into a game engine that can be both lossless and purely 2D and 3D. In the future, Cocos Creator will continue to adhere to the 2D first concept, continue to improve 2D game development experience and basic performance, and gradually introduce 3D features suitable for 2D games.

We are proud of v2.1.2, and we wonder if you are proud too? Good quality is inseparable from careful polishing, and Cocos will continue to improve the quality of its products with a down-to-earth spirit. We welcome our community to continue to submit feedback to us through forums, GitHub, Cocos Enterprise Services and other channels!

V2.0.10

Publish Time: 2019.05.28

Cocos Creatorv2.0.10 focuses on improving the stability of the native platform, fixing issues related to Spine, DragonBones, and Label. It is recommended that all v2.0 users upgrade. In addition, v2.0.10 also supports the release of two new platforms, Xiaomi Quick Game andInstant Play Games, which bring new opportunities for developers. Good quality is inseparable from careful polishing. Thank you for the feedback from developers in the community, GitHub, Cocos corporate services and other channels.

V2.1.1

Publish Time: 2019.04.30

Since the release of Cocos Creator 2.1.0, we have received a lot of valuable suggestions from users. Based on previously announced plans, we will continue to speed up the iteration of the v2.1 series to implement user suggestions as quickly as possible. At the same time, in order to prevent these changes from affecting the stability of old projects, we only recommend upgrading projects with 3D requirements to v2.1. Other projects can continue to use v2.0, and wait until v2.2 is released before upgrading. This v2.1.1 upgrade mainly supports 3D scene editing, camera preview, lighting system, and also incorporates the latest 2.0.x changes.

What’s New

Support 3D scene editing

The Scene Editor allows you to switch to 3D editing mode with one click, making it easy to edit 3D objects, cameras, and lights. See the 3D Scenes document 1 for details.

Add game preview panel

A separate preview panel has been added to visually preview the images seen by the camera during scene editing. Panel Open: Main Menu → Panel → Game Preview, the preview panel can be placed in a separate window or dragged into the main editor window.

Add 3D lighting and shadows

A Light component has been added to lay out lights in the scene, and a shadow effect can be set in conjunction with MeshRenderer. See the Light Source Component Reference documentation.

Upgraded EditBox component

Now, developers can set the Text Label, Placeholder Label and Background nodes separately, making them more flexible, simple, and more in line with the component development. See the EditBox Component Reference documentation.

Add text shadow rendering component

A new LabelShadow component has been added to add a shadow effect to the Label component, similar to the LabelOutline usage. See the Label Component Reference documentation.

Support for dynamically creating 3D Primitive models

Integrated Material System (Beta)

Added support for material systems, allowing users to create Material and Effect (Shader) resource types. It should be noted that the current material system is mainly provided to the internal use of the engine and is only for developer preview. We plan to upgrade the material system in v2.1.2, however it will not be back-ported to this version.

Improved features

Editor improvements

Added shortcut Ctrl/Cmd + Shift + F to align the currently selected node to the perspective of the scene editor.

When you click in the scene editor, you can hold down Ctrl/Cmd for multiple selections at the same time.

Removed

Removed the creation entry for the CoffeeScript script. CoffeeScript scripts can still be created manually, and we plan to remove full support for CoffeeScript in v3.0.

Follow-up version plan

(The version plan is for reference only, the final version content and release order are subject to actual conditions)

2.0.x

Continuously optimize performance and improve stability

Support for more small game platforms

2.2.0

Optimized Auto Atlas

Enhanced compression texture support

Further optimize the platform compatibility of the EditBox

Support skeletal animation resource lazy loading

Optimize the small game platform build process

2.3.0

Greatly optimize native platform base rendering performance

Greatly optimized TiledMap support

2.3.x

Support for 3D physical systems and collision detection

Upgrade the material system added in 2.1.1 from the experimental version to the official version

V2.0.9

Publish Time: 2019.03.05

Cocos Creatorv2.0.9 support for greatly optimizes the performance of DragonBones/Spine on small games and web platforms. WeChat mini games also brings improved resource loading performance and dynamic text refresh efficiency. At the same time, we have further improved the compatibility and stability of the engine and editor, so that everyone can get a better development experience. Good quality is inseparable from careful polishing. Thanks to the feedback from developers on the community, GitHub, Cocos corporate services and other channels.

The following is a description of the changes relative to v2.0.9:

What's New

Improving the performance of DragonBones and Spine on non-native platforms

Cocos Creatorv2.0.7 greatly optimized the performance of DragonBones and Spine on native platforms, with performance optimized to more than twice as fast as 1.9 and 1.10. This release, v2.0.9, for Web platforms and non-native platforms. SHARED_CACHE and PRIVATE_CACHE acceleration modes, have improved DragonBones performance by 15 times, and Spine’sperformance has improved by 3 - 6 times.

Performance test results after acceleration mode is enabled:

The score of the test is converted from the frame rate and the number of animations. The higher the value, the better the performance.

When playing more than three animations on the same screen, SHARED_CACHE acceleration mode can also greatly reduce memory overhead. The following is a memory comparison of one hundred animations on the same screen:

The lower the score of the test, the less memory is occupied. The more animations SHARED_CACHE saves more memory.

Support for publishing as Android App Bundle

In Build panel, publishing to Android App bundles has been added. When checked, Android native games can be published as App Bundles. After submitting the App Bundle to Google Play, Google Play will dynamically download different versions of the APK based on the differences in the player’s phone parameters to reduce the game’s package size.

Editor improvements

Disable setting the node width to negative in the Property inspector

Add a sort mode toggle button in the Explorer to choose to sort by name or type

Add the search empty button of the level manager, which will jump to the previously selected node

Add the function of finding the referenced resource by UUID in the drop-down search box of the hierarchy manager

Documentation

V2.0.6

Publish Time: 2018.12.14

Cocos Creatorv2.0.6 is based on the v2.0.5 upgrade, providing fast access to Facebook Audience Network and Facebook Live Video on Android and iOS, while maintaining v2.0.5 stability. Facebook Audience Network is an advertising platform launched by Facebook that provides powerful advertising monetization capabilities. Facebook Live Video is an SDK from Facebook that allows players to play live games directly and share them on Facebook’s social network, effectively improving the game’s ability to spread. For specific access procedures for these two SDKs, please refer to the document Facebook Live and Advertising. In addition, this version also optimizes the build process of for Vivo and OPPO Mini Games. It is recommended to upgrade to this release if you are releasing Vivo and OPPO Mini Games.

Change List

Added Facebook Audience Network and Facebook Live Video integration options to the service panel

Fixed an issue that Facebook Instant Games could not upload

Fixed a problem with zip compression for zip packages from Facebook Instant Games

Optimized the build panel for the vivo game:

Removed npm path input box

The app icon is modified to any path, no longer limited to the path of the game project, and a button for selecting the image path function is added to the right of the app icon input box.

Removed the use of certificate.pem, private.pem certificates fixed in [game project]／build-templates/jsb-link, and modified them to choose their own path. At the same time, the certificate is added to the rightmost button of certificate.pem. (Note that using Windows systems requires installing the openssl software and configuring its environment variables beforehand)

Optimized OPPO mini-game build panel:

Removed the npm path input box and the quickgame input box, and Cocos Creator has a built-in quickgame.

The app icon is modified to any path, no longer limited to the path of the game project, and a button for selecting the image path function is added to the right of the app icon input box.

Removed the use of certificate.pem, private.pem certificates fixed in [game project]／build-templates/jsb-link, and modified them to choose their own path. At the same time, the certificate is added to the rightmost button of certificate.pem. (Note that using Windows systems requires installing the openssl software and configuring its environment variables beforehand)

The output path of the packaged rpk is adjusted to be the same as the path when the packet rpk is not set, in the [game project]／build/quickgame/build/ directory. And when you package the packet rpk, only one rpk file will be generated, and no other sub-package directories will be generated.

WeChat mini game is not enabled by default after ES6 to ES5

Limit the maximum number of concurrent downloads (cc.macro.DOWNLOAD_MAX_CONCURRENT) to less than 10 by default on WeChat games.

Fixed an error when WeChat game called cc.game.end( )

QQ light game build allows direct packaging of zip files for easy uploading of the server

Follow-up version notice

v2.0.7 will be released soon, focusing on optimizing native platform performance

We will soon be beta testing v2.0.7. In this version we optimized the rendering performance of the engine, especially the Spine and DragonBones of the native platform, and the performance has been greatly improved.

v2.1 iterations will be more aggressive

Compared with v2.0, the upgrade of v2.1 will mainly focus on the 3D field. We recommend upgrading new projects with 3D requirements to this version, and establishing contact with us in forums and other channels. Our responsible 3D partners will provide relevant support. . Since v2.1 is a very new version, we will speed up the iteration and try to meet the needs of developers. We will be releasing v2.1.1 in the near future to support 3D scene editing, camera preview and material systems, and to optimize the 3D development process.

In the previous version, v2.0, Cocos Creator had used a Cocos3D based 3D renderer to officially introduce 3D support. The addition of 3D features can greatly enrich the expressiveness of 2D games, reduce the resource overhead of 2D games, and bring more imagination and ideas to expand games.

However, it should be emphasized that the target users of Cocos Creator is still 2D game development, and the 2D game is still the core service of Cocos Creator 2.x. We will continue to optimize the development experience and basic performance of 2D games, and gradually increase the 3D functions suitable for integration into 2D games. Therefore, Cocos Creator does not allow a pure 3D game, which is the goal of Cocos3D. Cocos Creator’s development path is closer to 2.5D.

This is not the first time Cocos has upgraded the engine from 2D to 3D. A few years ago, Cocos2d-xexpanded to the 3D space and accumulated a lot of experience. It also produced a very good game concept like Sword and Home. However, at that time, 3D functions were piled up on a very heavy 2D renderer, and there was no editor support. It was not widely recognized by the market. This time, Cocos Creator is based on Cocos3D’s 3D renderer, which has a lot of 3D stability and guarantees a seamless editor experience.

Follow-up Version Notice

v2.0 will continue to be maintained, native platform performance will be optimized as soon as possible

v2.0 and v2.1 will grow together over a period of time.v2.0 will continue to be maintained, adding more performance optimizations and bug fixes. We will soon be beta testing v2.0.7. In v2.0.7 the rendering performance of the engine has been optimized, especially Spine and DragonBones. Also, the performance has been greatly improved.

v2.1 iterations will be more aggressive

Compared with v2.0, the upgrade cycle of v2.1 will mainly focus on 3D features. We recommend upgrading new projects with 3D requirements to this version, and establishing contact with us on our forums. This allows us and our 3D partners to provide support.Since v2.1 is a very new version, we will speed up the iteration and try to meet the needs of developers. In particular, currently v2.1.0 version still does not support 3D scene editing, only the 3D parameters can be set in the property inspector. We will be releasing v2.1.1 in the near future to support 3D scene editing, material systems and optimizing the 3D development process.

Complete list of changes (compared to v2.0.5)

What’s New

3D Node

In v2.1, newly created Node objects are still 2D by default. When needed, you only need to click the 2.5D button at the top right of the Node to switch to 3D mode. After switching, you can edit the z axis. See 3D Node .

3D Camera

Like Node, Camera is also divided into two modes. When you add a Camera component to a normal 2D node, it becomes a 2D Camera. When you switch Node to 3D mode, Camera will also enter 3D mode, and then you can edit Camera's FOV and other parameters in 3D mode.

3D model import

Currently, Cocos Creator supports importing 3D model formats for a very wide range of .fbx files. .fbxis the de-facto standard in 3D modeling software. The process of importing is very simple, just drag the .fbx model into the Explorer and wait a few moments for the import to complete. After the import is completed, you can see that the imported model is a folder that can be expanded in Explorer. When importing the model, the editor will automatically parse the content of the model and generate a Prefab, a Grid, a Bone Animation and other resources. See Import Models

Mesh Renderer Component

Bone Animation Component

The Skeletal Animation component inherits from the Animation component. The Skeletal Animationcomponent is not much different from the Animation component. The exception is the Skeletal Animation component uses a clip that can only be a Skeletal Animation clip. The Skeletal Animationcomponent is automatically added to the model’s Prefab when it is imported. See Bone Animation Component for details.

For more 3D instructions, please consult the documentation 3D System .

Optimize automatic gallery build speed

v2.1 greatly optimizes the speed of auto-atlas construction. If the atlas has not changed, the results of the last build are used.

Further improve rendering performance

Between v2.0 compared to v1.x, there are some cases where the engine does not render batches, resulting in an increase in draw calls. v2.1 re-optimized these conditions. If the previous color or opacity cannot be batch processed, sliced and non-sliced share the same texture and cannot be batched. The problem that the opacity 0 node still occupies the draw call is solved.

Add simulator debugging function

In the Project Settings -> Preview Run Panel, the Open simulator debugger panel option and the Wait for debugger connect option have been added. The purpose of the Open simulator debugger panel option is to automatically open the debug window when the simulator previews the project. The Wait for debugger connect option is used to suspend the boot process until the debugger connection is complete for debugging the load process.

Texture Auto Compression

The compression required by the texture can be set directly in the editor, and Cocos Creator will automatically compress the texture when the project is published. Exporting multiple image formats simultaneously on the web is supported. The engine will automatically download the appropriate format according to the different browsers. See Compressed Textures for details.

Enhancements

Editor

Dashboard is closed when the project is opened, and automatically opened when the project is closed.

Dashboard will automatically record the last created project path.

Optimize the preview of the Button under the editor.

Optimize the way Button Click Event indexes components, avoiding the loss of indexes after scripts are renamed.

WeChat game open data domain

v2.0 Upgrade Guide

Resource upgrade

Since v1.10, Cocos Creator has refactored the underlying resource types. Most projects are not affected, but some projects may receive some warnings. For details, please refer to v1.10 Resource Upgrade Guide .

3D Example

After downloading v2.10, create a new example project and open the case under assets/cases/3d to experience the 3D features.

V2.0.5

Publish Time: 2018.11.06

Compared with v2.0.2 released recently, v2.0.5 provides support for publishing to OPPO Mini Gameand Vivo Mini Game platforms, as well as a bug fix release. It is strongly recommended that all 2.0 users updateto v2.0.5. Good quality is inseparable from careful polishing. Thank you for the feedback from developers through the community, GitHub, Cocos technical services and other channels.

Resources

V2.0.4

Publish Time: 2018.10.18

The Playtime Conference hosted by Google Play was held in Germany on October 18th, 2018. The BIG NEWS: In partnership with Google, Cocos Creator v2.0.4 was released, supporting Google Play Instant games.

Google Play Instant and Cocos

In March of this year, Google showed Google Play Instant, a game store-based distribution solution called Search Instant. For the player, they are allowed to try the game before deciding to download the full version of the game, which greatly saves their device storage space. For developers, it means they can offer a demo experience to players who wouldn’t have installed these games, which in turn will increase the game download conversion rate.

Google Play Instant offers a higher APK size limit (10MB), support for progressive downloads for both executable code and game assets, allowing developers to use the NDK and game engine with existing toolchains. In order to make instant apps and games easier to build, as a Google Play Instanttechnology access partner, in May of this year, the Cocos engine began to do integration testing with Google and beta users of the Cocos community.

Developers only need to select Google Play Instant as the publishing platform to automate all technical docking of the Google Play Instant platform. The output is compatible with Google Play Instant. Technically-standard games, quickly launched on Google Play Instant for testing, greatly reducing development costs.

Release Notes

v2.0.4 only adds Google Play Instant Support, no other changes from v2.0.2.

V1.10.2

Publish Time: 2018.09.30

The complete list of changes is as follows:

Compared to v1.9, the v1.10 version adds a lot of features, refactoring the resources of the engine, and greatly optimizing the size of the settings.js file. In addition, v1.10 also supports game code subcontracting on WeChat games, web and native platforms. This will break through the 4MB limit of WeChat’s first package and increase the game loading speed. See Code Subcontract Loading . At the same time, v1.10 has rewritten a lot of editor code, improving the editor’s experience and performance. If your project is planned to be upgraded to v2.0 later, please upgrade to v1.10 in advance to ensure that the entire upgrade process is as smooth as possible.

RELEASE NOTES

Resource upgrade

Since v1.10, Cocos Creator has refactored the underlying resource types. Most projects are not affected, but some projects may receive some warnings. For details, please refer to v1.10 Resource Upgrade Guide.

What’s New

Editor

Greatly optimize the size of the settings.js file after the release

Added script subcontracting settings in the property inspector for the folder

Allow each project to set a custom engine separately

Add a node lock function in the hierarchy manager. When the mouse is moved to the node, there will be a lock button on the left side. After the node is locked, the node cannot be selected in the scene editor.

[Engine] Fixed an issue where the button’s touch area would be offset when Canvas was unchecked Fit Width and Fit Height

Upgrade Android SDK

Starting with v1.10, the API Level in the Android build panel specifies the minimum Android version supported by the compiled apk. targetSdkVersion, compileSdkVersion, buildToolsVersion have all been upgraded to 26. If the developer has other needs, you can manually modify proj.android-studio/app/build.grade and proj.android-studio/gradle.properties.

REMOVED

Removed support for Eclipse and Ant build Android platform

Removed support from Chipmunk

Removed cc.loader.loadRes to directly load the support of the child SpriteFrame in the collection. Please load the atlas first and then call atlas.getSpriteFrame(name)

DEPRECATION

Since v1.10.0, Texture2D.releaseTexture is no longer recommended, please use Texture2D.destroy instead.

As of v1.8.2, cc.eventManager is no longer recommended. Use cc.EventTarget or cc.systemEvent instead. The original API will be removed in 2.0.

As of v1.8.2, cc.inputManager is no longer recommended. Replace it with the same interface of cc.systemEvent. The original API will be removed in 2.0.

Since v1.8.2, dragonBones.CCFactory.getFactory is no longer recommended. Use dragonBones.CCFactory.getInstance instead. The original API will be removed in 2.0.

KNOWN ISSUES

When copying and pasting a resource in Explorer, the resource property will not be copied. (Since 1.9.0)

Android native platform does not support playing remote video.

V2.0.2

Publish Time: 2018.09.22

Cocos Creator v2.0.0 is a brand new version that has undergone a lot of low-level refactoring. Some developers have encountered some annoying problems in the process of upgrading the project. We collect and do our best to solve these problems in v2.0.1. In addition to greatly improving the stability and the friendliness of project upgrades, this version also brings new open data domain solutions for WeChat games to developers, greatly improving the performance and flexibility of open data domains.

Detailed changes

Main Features

Update the best use of open data domain solutions in history

Provides WeChat platform cleanup cache API

Support WeChat games and play a platform to set the frame rate via cc.game.setFrameRate

Add a View menu for the simulator to set the resolution

Modular RenderTexture and DynamicAtlas

Editor Fixes

Fixed issue with particle resource import in editor

Fixed an issue where Label was not affected by node anchor changes in the editor

Fix BMFont font error in the editor editor

Fixed an issue where the color of some Particles could not be displayed and set in the inspector

Fixed an issue where the simulator resizing interface would not fit

Fixed curve editor state residual problem in animation editor

Fixed an issue where the particle system’s svg flag was missing in the editor

Fixed Editbox editing fontColor does not work

Fixed an issue where the animation editor switched WrapMode while playing the animation, causing the node in the scene editor to not be dragged

Fix the problem that the node _localZOrder keeps changing when the data is saved

Fixed an issue where the keyboard direction key could not be fine-tuned after the editor selected the node

Fixed an issue where the scene editor would not automatically locate in the hierarchy manager after selecting a node

Fixed an issue where the node tree was automatically expanded after the node was deleted

Fixed an issue where clicking the node level manager in the inspector panel does not automatically locate

Optimize the Console automatic scrolling experience

Fixed an issue where all child nodes were expanded when the parent node active state was switched

Fixed flashing issues when clicking on Hierarchy nodes

Fix Auto Atlas preview invalidation issue

Engine Repair

Fix rendering issues with Spine animations

Fixed animation jitter caused by shader precision

Fixed an issue where setting the property in the inactive state does not take effect on the Sprite

Fixed rendering of Tiled type Sprite in the case of texture rotation

Fixed an issue where the background in the open data domain could not be transparent

Fixed rendering errors when Graphics has too many vertices

Fixed an issue where Camera does not respond to events after zooming

Fixed clipping of Tilemap after Camera zooming

Fixed a status error caused by multiplexing of RichText child nodes

Fix IE11 support

Fixed qqplay does not support Particlemap issue in base64 format

Fixed an issue where the Spine debug slot is not available in the Release version

Fixed issues with background switching events in front of each platform

Related Resources

V2.0.1

Publish Time: 2018.08.23

2.0.0 is a brand new version that has undergone a lot of low-level refactoring. Some developers have encountered some annoying problems in the process of upgrading the project. We collect and do our best to solve these problems. Now we will bring you the 2.0.1 version. . In addition to greatly improving the stability and the friendliness of project upgrades, this version also brings developers a new Open Data Domain solution for WeChat games, which greatly improves the performance and flexibility of open data domains.

Detailed updates

FEATURES

Update open data domain solution

Provide WeChat platform to clean up the cache API

Support WeChat games and play a platform to set the frame rate through cc.game.setFrameRate

Add a View menu for the simulator to set the resolution

Modular RenderTexture and DynamicAtlas

Editor Fixes

Fix problem with particle resource import in editor

Fix the problem that Label is not affected by node anchor changes in the editor

Fix BMFont font error in the editor editor

Fixed an issue where the color of some Particles could not be displayed and set in the inspector

Fix the problem that the simulator change size interface will not be adapted

Fix the curve editor state residual problem of the animation editor

Fix the problem that the particle system's svg flag is missing in the editor

Fix Editbox Edit fontColor does not work

Fixed an issue where the animation editor switched WrapMode while playing an animation, causing the node in the scene editor to be unable to drag

Fix the problem that the node _localZOrder keeps changing when the data is saved

Fix the problem that the keyboard direction key cannot be fine-tuned after the editor selects the node

Fix the problem that the scene editor will not automatically locate in the hierarchy manager after selecting the node

Fix the problem that the node tree is automatically expanded after the node is deleted

Fix an issue where clicking the node level manager in the inspector panel does not automatically locate

Optimize the Console automatic scrolling experience

Fixed an issue where all child nodes were expanded when the parent node active state was switched

Fix flashing issues when clicking on Hierarchy nodes

Fix Auto Atlas preview invalidation issue

Engine Fixes

Fix rendering issues with Spine animations

Fix animation jitter caused by shader precision

Fix the problem that setting the property in the inactive state does not take effect on the Sprite

Fix Tiled type Sprite rendering error in texture rotation

Fix the problem that the background in the open data domain cannot be transparent

Fix rendering errors when Graphics has too many vertices

Fix an issue where the camera does not respond to events after zooming

Fix clipping of Tilemap after Camera scaling

Fixed a state error caused by multiplexing of RichText subnodes

Fix IE11 support

Fix qqplay does not support particle map problem in base64 format

Fix an issue where the Spine debug slot is not available in the Release version

Fix problems with background switching events in front of each platform

Fix Native platform button can still receive touch events when active is false

Fix the problem when the video platform VideoPlayer switches visibility without hidden video

Fix an issue where the windows & mac emulator window size does not automatically adapt when it is changed

Fix parsing problem with Tilemap parser

Fix Camera does not support mask when using RenderTexture screenshots

Fix an error caused by multiple Graphics switching between each other

Fixed an issue where the final alpha was invalid when the particles in the particle system finally disappeared (opaque)

Optimize the performance of small text rendering on the Native platform

Fix Android platform return key monitoring failure

Fix the problem that clicking the input box will disappear after the iOS platform pops up the input box

Fix garbled characters when typing Chinese characters on iOS platform

Optimize the completion button design of the input box

Fix the problem of entering an emoticon in WeChat game

Optimize the API design of TiledTile (do not allow layer to be set, get it automatically)

Fixing the offset problem when the hexagonal TileMap uses TiledTile

Fix native platform FileUtils writeStringToFile crashes when called

REMOVED & DEPRECATION

A large number of private and non-core APIs for v1.x have been removed or discarded. See the upgrade guide for details.

Related Resources

[Cocos Creator v2.0 Upgrade Guide]

[Creator v2.0 API doc]

[WeChat game open data domain usage document]

[Material use case]

V1.10.1

Publish Time: 2018.08.13

Cocos Creator 1.10.1 has been released.

The following is a list of changes to 1.10.1

v1.10.1 is a bug fix for the recently released v1.10.0. It is recommended that all v1.10 users update to this version. This version is not an alternative to v2.0, v2.0 is still the current version, and new projects are still recommended to use v2.0. As the last major version before v2.0, we will try our best to maintain stability until we can support users who are temporarily unable to upgrade to v2.0.

Good quality is important to us. Thank you very much for the feedback from developers through the forum, GitHub, Cocos technical services and other channels. Let us look forward to the upcoming 2.0.1!

RELEASE NOTES

Editor

Fix WeChat sub-package related issues

Fix project.js may be empty after the project is built

Fix QQ play a build report bkgame related error

When the repair project contains a large number of broken images, saving the preview when refreshing the preview or previewing will cause the editor to jam.

In order to accomplish this goal, we completely rewrote the underlying renderer, which structurally guarantees performance improvements and upgraded rendering capabilities. At the same time, in order to ensure that user projects can be upgraded more smoothly, we have almost no changes to the API of the component layer. Of course, these changes are not completely transparent to the user, such as the engine loading process, the event system, the streamlining and reorganization of the engine’s overall API, which will have an impact on the user-level API.

Deletions and deprecations

Related resources

V1.10.0

Publish Time: 2018.07.31

Compared to v1.9, v1.10 adds a lot of features, refactoring the resources of the engine, and greatly optimizing the size of the settings.js file. In addition, 1.10 also supports game code subpackaging on WeChat games and Web and native platforms. This will break through the 4MB limit of WeChat's first package and increase the game loading speed. See [Code Subcontract Loading] for details. At the same time, v1.10 has rewritten many editor code to improve the editor's experience and performance. If your project is planned to be upgraded to v2.0 later, please upgrade to v1.10 in advance to ensure the smoothest upgrade process.

Resource Upgrade

Starting with v1.10, Cocos Creator refactored the underlying resource types. Most projects are unaffected, but some projects may receive some warnings. See the [v1.10 Resource Upgrade Guide] for details.

Editor

Greatly optimize the size of the published js file

Script subpackage settings have been added to the property inspector for the folder

Allow each project to set a custom engine separately

Add the node lock function in the hierarchy manager. When the mouse is moved to the node, there will be a lock button on the left side. After the node is locked, the node cannot be selected in the scene editor

In the Property inspector of the Prefab resource file, the Optimize Policy option has been added to optimize Prefab creation time. See [Prefabricated Resources: Setting Optimization Strategies] for details

Optimize the main menu under Windows

Add an auto-refresh feature to the list of scenes in the build panel.

When publishing to the native platform, MD5 is also added to the file naming to facilitate hot updates

[Engine] [QQPlay] Fix QQ The problem of repeated downloads when playing a resource

[Engine] Fixed an issue where the slider of the Slider component might not be right when dragged

[Engine] Fixed an issue where the audio load event could be triggered repeatedly

[Engine] Fixed a problem where the user changed the level while dectivating the node without any error

[Engine] Fixed an issue where WebView could not be hidden in the Safari browser on some platforms (iOS 9/10 or Mac)

[Engine] Fixed BMFont rendering pitch problem for native platforms.

[Engine] Fixed an issue where the button's touch area would be offset when Canvas was unchecked for Fit Width and Fit Height

Upgrade the Android SDK

Starting with v1.10, the API Level in the Android build panel specifies the minimum Android version supported by the compiled apk. It is recommended to select 14. targetSdkVersion, compileSdkVersion, buildToolsVersion have all been upgraded to 26. If the developer has other needs, you can manually modify proj.android-studio/app/build.grade and proj.android-studio/gradle.properties

REMOVED

Removed Eclipse and Ant to build support for the Android platform

Removed support from Chipmunk

Removed loader.loadRes to directly load the support of the child SpriteFrame in the collection, please load the gallery first and then call atlas.getSpriteFrame(name)

DEPRECATION

As of 10.0, Texture2D.releaseTexture is no longer recommended, please use Texture2D.destroy instead

As of 8.2, cc.eventManager is no longer recommended, please use cc.EventTarget or cc.systemEvent instead, the original API will be removed in 2.0

As of 8.2, cc.inputManager is no longer recommended, please replace it with the same interface of cc.systemEvent, the original API will be removed in 2.0

As of 8.2, dragonBones.CCFactory.getFactory is no longer recommended, please use dragonBones.CCFactory.getInstance instead, the original API will be removed in 2.0

KNOWN ISSUES

When you copy and paste a resource in the Explorer, the resource property will not be copied. (Since 1.9.0)

The Android native platform does not support playing remote video

V1.9.3

Publish Time: 2018.07.06

Cocos Creator v1.9.3 is a minor upgrade to the recently released v1.9.2. It mainly improves the support for WeChat games and QQ play. It is recommended that all 1.9 users update the engine version to get a better experience as this release also improves quality and careful polishing. Thank you very much for the feedback from developers on the forums, GitHub, Cocos technical services and other channels.

Animation editor

Fix where the data may be incomplete when the animation editor saves the animation.

Fix where directly editing the texture animation will report an error

Fixed an issue where the animation editor could not add width and height properties under size

WeChat game

Fixed an issue where only a single audio can be played on WeChat games and the number of audio plays is limited.

Fix that WeChat mini game audio can’t stop

Fix gravity sensing direction and wrong value in Android WeChat game

Fix not being able to submit a TypedArray format texture in WeChat games

Fix that the frame rate is abnormal on the old WeChat

Improve WeChat mini game video playback support

Downward compatible with WeChat games 1.7.4 version base library

QQ Play

Fix only play a single audio and the number of audio playback is limited

Fix unable to operate the engine object during the game loading process

Other

Fix cc.game’s EVENT_HIDE and EVNET_SHOW callbacks may be called multiple times

V1.9.2

Publish Time: 2018.05.31

Cocos Creator v1.9.2 is a minor upgrade to the recently released v1.9.1. This release mainly improves the support for WeChat games and QQ games. If you release on WeChat or QQ it is recommended that you upgrade to this release.

Precautions:

This version fixes the problem where a ZERO blending mode is invalid. If the image color is incorrect after the upgrade, check if the blending mode of the Sprite component is set to ZERO. If so, change it back to the default value.

This version rewrites the animation editor. If you encounter any errors please create a topic on our forums.

[Engine] [UI] Fixed a positioning issue that may be caused when the scroll view is enabled with vertical, horizontal scrolling, and the inner size is too small.

[Engine] [Audio] Fixed an issue where playing audioEngine.resume repeatedly would start from scratch.

V1.9.1

Publish Time: 2018.4.20

Cocos Creator v1.9.1 is a minor upgrade to the recently released v1.9.0. The detailed changes are:

WeChat Games

Support for publishing the entire project to the WeChat mini game sub-domain. For details, please refer to document

Support WeChat game configuration in the build panel Remote server address option to facilitate the download of remote resources

Support for using TTF fonts on WeChat mini games

Switch the adaptation layer of the WeChat game from ES6 to ES5, users can not enable ES6 to ES5

Fix potential audio memory leak in WeChat game

QQ Play

Support QQ to play in the build panel to configure the remote server address option to facilitate the download of remote resources.

Fix some minor bugs in XMLHttpRequest with QQ

Fixed an issue where the js path could not be resolved during QQ build

Perfect QQ play with multi-touch support

Added QQ support for base64 encoded images

Perfect QQ Play Adaptation Layer

Perfect audio support for QQ

Fixed black screen issue after QQ checked MD5 Cache

Other Updates

[Editor] [Build] Bug fix for custom project build template functionality not working on the Facebook Instant Games platform

[Editor] [Build] Add build-start event to make it easier for users to do some processing before they build

[Engine] [Wechat] Fixed an issue where WeChat game audio could not be stopped

[Engine] [iOS] Fix the issue that the isTypedArray method fails on iOS 8-9

[Engine] [Web] Fixing particle system will remove memory if it is not activated yet

[Engine] cc.isValid adds an optional argument. Passing true will return false at the beginning of the destroy frame.

[Engine] [Android] Fix a Memory Leak on jni

DEPRECATION

As of v1.8.2, cc.eventManager is no longer recommended. Use cc.EventTarget or cc.systemEvent instead. The original API will be removed in 2.0.

As of v1.8.2, cc.inputManager is no longer recommended. Use the same interface as cc.systemEvent instead. The original API will be removed in 2.0.

As of v1.8.2, dragonBones.CCFactory.getFactory is no longer recommended. Please use dragonBones.CCFactory.getInstance instead. The original API will be removed in 2.0.

KNOWN ISSUES

When copying and pasting resources in the explorer, the resource properties will not be copied. (Since 1.9.0)

QQ Play known issues:

QQ is still playing in the grayscale test, developers also need to obtain internal testing qualifications for development, and only supports compiling on Mac for the time being. In addition, our adaptation work for QQ has not been completely completed yet. The following modules are currently not supported:

Label: TTF is not supported, system font can only use the default font

Particle system: Map data is not stored in plist. Only support map URL

WebView

VideoPlayer

DeviceMotion

The above functions are expected to be supported one by one in future updates. We will also continue to closely communicate with the Play engineers and continue to optimize the fitting effect.

V1.9.0

Publish Time: 2018.03.14

As of March 14, 2018, Facebook officially launched the Instant Games platform, worldwide, giving all developers an equal chance to enter and expand their overseas markets.

Many game studios have chosen Cocos Creator as their game development engine. Rapid development and continuous iteration make Cocos Creator the perfect choice. It has already formed a competitive advantage in the field of small games. The Cocos Creator editor is a powerful tool for developers to create excellent content and innovative games.

Cocos Creator is the best tool to create Facebook Instant Games. Already there are 24 games available produced by Chinese domestic companies and Cocos Creator already is sitting on 54% market share. The Cocos team is familiar with the workflow of online games and the requirements of the Facebook Instant Games platform. In order to help game studios successfully release their games on the Facebook Instant Games platform, and help them seize the opportunity opened up by the huge overseas HTML5 market, the engine team continuously worked overtime.

Cocos Creator 1.9 is released today with integrated Facebook Instant Games Support! Cocos Creator provides major features including:

Integrated Facebook Instant Games SDK and game templates, allowing users to quickly integrate features of Facebook Instant Games

A one-click packaging process in the Cocos Creator Build Panel. Games can be packaged directly into Facebook Instant Games.Developers only need to do a few simple steps. Cocos Creator handles all the technical aspects, you just need to code your game.

Cocos Creator 1.9 Release Notes

Cocos Creator 1.9.0 is a functional update to the recently released v1.8.2. It mainly adds support for Facebook Instant Games and QQ Play. It also improves the ease of use of the editor, fixes some of the functional flaws, and recommends that all development projects be upgraded.

Features

[Editor] In the scene editor’s Rect edit mode, support for dragging a node’s white space, easy to change the value of the anchor

[Editor] Added “Sync” button to the particle component’s Property inspector. Clicking Sync will set the Custom parameter to be the same as File. (Synchronize button is only available if you check Custom and set File)

[Editor] Adds scale property to Timeline to facilitate editing of both scaleX and scaleY

DEPRECATION

As of v1.8.2, cc.eventManager is no longer recommended. Use cc.EventTarget or cc.systemEvent instead. The original API will be removed in 2.0.

As of v1.8.2, cc.inputManager is no longer recommended. Use the same interface as cc.systemEvent instead. The original API will be removed in 2.0.

As of v1.8.2, dragonBones.CCFactory.getFactory is no longer recommended. Please use dragonBones.CCFactory.getInstance instead. The original API will be removed in 2.0.

KNOWN ISSUES

When copying and pasting resources in the Assets panel, the resource properties will still not be copied. (Since 1.9.0)

On a native platform, calling the action.easing(cc.ease***) method may cause the node’s logical data to be out of sync. Please use new cc.Ease***(action) instead. (Since 1.8.2)

QQ Play Known Issues:

At present, QQ Play is still in AB Test. Developers are also required to obtain internal beta qualification in order to develop, and currently only support compiling on Mac. In addition, our adaptation work on QQ Play has not been completely completed yet. The following modules are still not supported at present:

Label: ttf is not supported, system font can only use the default font

Particle system: Map data is not supported in plist. Only texture urls are supported.

WebView

VideoPlayer

DeviceMotion

The above functions are expected to be supported one by one in future updates. We will also continue to closely communicate with QQ Play’s engineers to continuously optimize the matching effect.

V1.8.2

Publish Time: 2018.03.09

As the first official version launched after the new year, although it is a small version, it is important to fix the bugs in the previous version: improve WeChat game support, fix these bugs : Including iOS platform crashes, replacing AABB's bounding box detection with OBB, touch cancel event issues, etc. It is recommended that new users who are preparing to use Creator directly open v1.8.2, old users please remember to optimize and upgrade!

Release Notes

- Improve support for WeChat games

- Fixed some iOS platform crash issues

- The hit test used for engine scene selection is changed from AABB to OBB, which improves the precision of the click on the rotated node

- The engine did not handle the touch cancel event issue

- Fixed a problem with low running frame rate on Chrome on some older desktops

Detailed changes

WeChat games:

1. Listen to the WeChat Developer tool, listen for error messages and prompt the user

2. provide the default visitor appid, easy for developers to test

3. repair does not support the problem of loading remote paths

4. the repair folder does not exist, causing fs.save failed

5. repair the built-in TypeScript Hello World project on the WeChat game Promise problem

FEATURES

[Engine] The hit test used for scene selection is changed from AABB to OBB, which improves the click accuracy of the rotated nodes

[Editor] Adjust the design resolution in the project settings for options

BUG FIXES

[Editor] Fix the problem of right-clicking event in Timeline and then clicking delete, can't really delete

PERFORMANCE IMPROVEMENTS

DEPRECATION

It is no longer recommended to use cc.eventManager, please use cc.EventTarget or cc.systemEvent instead, the original API will be removed in 2.0.

It is no longer recommended to use cc.inputManager, please replace it with the same interface of cc.systemEvent, the original API will be removed in 2.0.

DragonBones.CCFactory.getFactory is no longer recommended, please use dragonBones.CCFactory.getInstance instead, the original API will be removed in 2.0.

BREAKING CHANGES

The cc.Texture2D.initWithData method no longer supports passing in the last optional parameter contentSize.

KNOWN ISSUES

On the native platform, calling the action.easing(cc.ease***) method may cause the node's logical data to be out of sync. Please use cc.ease***(action) instead.

MAC digital certificate upgrade

If the Mac version fails to open after downloading, the prompt dmg or app file is corrupted, or from an unidentified developer, because we upgraded the digital certificate.

Solution Right-click on the dmg or app file in the Finder, select "Open", and then click Open again in the pop-up dialog. To open it the next time, go to System Preferences -> Security & Privacy and click "Always Open".

If this still does not work, please contact us. The workaround is to first execute sudo spctl --master-disable in the command line, and then verify the account password, you can open it.

If you have any problems during installation, upgrade or use, please feel free to post feedback directly to the community forum.cocos.com/c/Creator. Of course, if you want to be able to easily compile and publish to the WeChat game debugging environment without any platform porting work, then remember to download Cocos Creator v1.8.2 today!

V1.8.1

Publish Time: 2018.01.18

The engine team adheres to the consistent philosophy of releasing small versions and fixing them instead of adding large functions. Version v1.8.1 mainly fixes bugs based on 1.8, improves WeChat game support, and fixes some native platform crashes. All projects under development should be upgraded.

The detailed changes are as follows:

WeChat Game

[Editor] When publishing to WeChat games, the ES6 to ES5 option is disabled by default

[Engine] Fix 1.8.0 We cannot introduce WeChat jssdk in webpage, which will lead to environmental misjudgment

[Engine] Fixed an issue where EVENT_SHOW, EVENT_HIDE would not trigger when switching between front and back on WeChat games

Special Function

[Editor] When you double-click a script on Windows, you are prompted to set the script editor first to avoid the system default Host popup error

[CocosStudio] Improve CocosStudio project import

- No longer add Widget components to nodes with a Position of 0%

- Support for importing animation frame events

- Fixed an issue where importing multiple nested animations could not be properly associated

See the documentation for details

V1.8

Publish Time: 2017.12.28

The Cocos Creator team worked with the WeChat development team to complete Cocos Creator's support for the WeChat mini-game platform. This document will help developers to submit games to the WeChat mini-game platform smoothly.

This document will cover:

1. the introduction of the operating environment of WeChat mini-games

2. how to use Cocos Creator to publish WeChat mini-games

3. WeChat mini-game resource management

Along with this document, there is also a teaching video that can be combined with this document to help understand this process.

WeChat Mini-game platform

WeChat is a game product platform under WeChat applet. It not only provides powerful game capabilities, but also provides a large number of native interfaces, such as payment, social, file system, photo, NFC, etc. It is equivalent to combining the advantages of WEB for easy propagation and rich Native features.

The running environment of the mini-game is an extension of the mini-game program environment. The basic idea is to provide the necessary WEB interface to the user, and pursue the same development experience as WEB. The mini-game provides a wrapper around the WebGL interface based on the applet environment, which greatly improves rendering capabilities and performance. However, since these interfaces are encapsulated by the WeChat team through the native implementation of self-research, they are not equivalent to the browser environment. Regarding the game aspect, the current mini-game environment provides the rendering interface of Canvas and WebGL, so the two rendering modes of the Cocos Creator engine can be run, but for performance reasons, we use WebGL to render the game content by default, and users are strongly recommended. Do not modify the default configuration.

As an engine, in order to make the developer's workload as simple as possible, the main tasks we have done for our users include:

1. the engine framework adapts to the WeChat game API, pure game logic level, the user does not need any additional modifications

2. Cocos Creator editor provides a fast packaging process, directly released as a WeChat game, and automatically evokes the developer tools of the game

In addition, there is no difference between the game submission, review and release process and the mini-program of the mini-game platform. Both of them need to comply with the requirements and standard processes of the WeChat team. For details, please refer to the link at the end of the article.

Build a WeChat game with Cocos Creator

Starting with Cocos Creator v1.8 WeChat mini-games can be created. Here are the detailed release steps:

After building, a WeChat mini-game package will be generated under the project's build directory, which already contains the configuration files of the WeChat mini-game environment: game.json and project.config.json

Resource management for mini-game environments

In a mini game environment, resource management is the most special part. It differs from the browser in the following four points:

1. the size of the mini-game package can not exceed 4mb, contains all the code and resources, additional resources must be downloaded through the network request.

2. For files downloaded from a remote server, the game environment does not have a browser cache and an expired update mechanism.

3. For the resources in the mini-game package, the mini-game environment is not loaded on demand, but all the resources in the package are loaded at one time, and then the page is started.

4. It is not possible to download script files from a remote server.

Here are two key issues, first page loading speed and remote resource caching and version management. For the first page loading speed, we recommend that the user only save the script file in the mini game package, and other resources are downloaded from the remote server. The download, cache and version management of remote resources, in Cocos Creator, has already helped users. Let me explain the logic of this part.

In the mini-game environment, we provide a wxDownloader object, after setting the REMOTE_SERVER_ROOT property, the logic of the engine downloading the resource becomes:

1. Check if the resource is in the mini-game package.

2. If it does not exist, query the local cache resource.

3. Download from a remote server without caching

4. After downloading, save it to the game application cache for re-access.

At the same time, when the md5Cache function of the engine is enabled, the url of the file will change as the content of the file changes. When the game releases a new version, the resources of the old version will naturally become invalid in the cache, and only new requests can be requested from the server. Resources also achieve the effect of version control.

Specifically, what developers need to do is:

1. When building, check the md5Cache function.

2. Upload the res folder in the mini-game distribution package to the server.

5. for the test phase, you will not be able to deploy to the official server, you need to use the local server to test. Then open the details page in the WeChat Developer tool, check the project settings do not verify the security domain name, TLS version and HTTPS certificate option.

Platform SDK access

In addition to pure game content, the WeChat game environment also provides a very powerful native SDK interface, the most important of which is user, social, payment, etc. These interfaces are only found in the WeChat game environment. The porting of such SDK interfaces still needs to be handled by developers at this stage. Here are some of the powerful SDK capabilities provided by WeChat games: